128 lines
2.8 KiB
Lua
128 lines
2.8 KiB
Lua
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local S = mobs.intllib
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local guard_types = {
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{ nodes = {
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"default:snow", "default:snowblock", "default:ice",
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"default:dirt_with_snow"
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},
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skins = {"mobs_land_guard6.png", "mobs_land_guard7.png", "mobs_land_guard8.png"},
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drops = {
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{name = "default:ice", chance = 1, min = 1, max = 4},
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{name = "mobs:leather", chance = 2, min = 0, max = 2},
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{name = "default:diamond", chance = 4, min = 0, max = 2},
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},
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},
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{ nodes = {
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"ethereal:dry_dirt", "default:sand", "default:desert_sand",
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"default:dry_dirt_with_dry_grass", "default:dry_dirt"
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},
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skins = {"mobs_land_guard4.png", "mobs_land_guard5.png"},
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drops = {
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{name = "default:sandstone", chance = 1, min = 1, max = 4},
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{name = "mobs:leather", chance = 2, min = 0, max = 2},
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{name = "default:mese_crystal", chance = 4, min = 0, max = 2},
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},
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}
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}
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-- Land Guard
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mobs:register_mob("mobs_monster:land_guard", {
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type = "monster",
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passive = false,
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attack_type = "dogfight",
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group_attack = true,
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reach = 3,
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damage = 15,
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hp_min = 30,
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hp_max = 65,
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armor = 50,
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collisionbox = {-0.5, -1.01, -0.5, 0.5, 1.6, 0.5},
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visual_size = {x = 1, y = 1},
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visual = "mesh",
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mesh = "mobs_dungeon_master.b3d",
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textures = {
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{"mobs_land_guard.png"},
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{"mobs_land_guard2.png"},
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{"mobs_land_guard3.png"}
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},
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makes_footstep_sound = true,
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sounds = {
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random = "mobs_dungeonmaster",
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},
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walk_velocity = 1.5,
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run_velocity = 3.4,
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jump = true,
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jump_height = 2.0,
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floats = 0,
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view_range = 15,
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drops = {
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{name = "mobs:leather", chance = 2, min = 0, max = 2},
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{name = "default:mese_crystal", chance = 3, min = 0, max = 2},
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{name = "default:diamond", chance = 4, min = 0, max = 1},
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},
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water_damage = 0,
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lava_damage = 6,
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light_damage = 0,
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fear_height = 8,
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animation = {
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stand_start = 0,
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stand_end = 19,
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walk_start = 20,
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walk_end = 35,
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punch_start = 36,
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punch_end = 48,
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speed_normal = 15,
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speed_run = 20,
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},
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-- check surrounding nodes and spawn a specific guard
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on_spawn = function(self)
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local pos = self.object:get_pos() ; pos.y = pos.y - 1
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local tmp
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for n = 1, #guard_types do
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tmp = guard_types[n]
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if minetest.find_node_near(pos, 1, tmp.nodes) then
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self.base_texture = { tmp.skins[math.random(#tmp.skins)] }
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self.object:set_properties({textures = self.base_texture})
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self.docile_by_day = tmp.docile
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if tmp.drops then
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self.drops = tmp.drops
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end
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return true
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end
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end
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return true -- run only once, false/nil runs every activation
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end,
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})
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if not mobs.custom_spawn_monster then
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mobs:spawn({
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name = "mobs_monster:land_guard",
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nodes = {
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"default:snow", "default:ice", "default:stone",
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"default:dry_dirt_with_dry_grass", "ethereal:dry_dirt"
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},
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max_light = 7,
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chance = 25000,
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min_height = 0,
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active_object_count = 1,
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})
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end
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mobs:register_egg("mobs_monster:land_guard", S("Land Guard"), "default_ice.png", 1)
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